| 7061 on Mon, 22 Oct 2001 07:48:38 +0200 (CEST) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
| <nettime> sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); walkmonster_start (); |
--============_36724==_ma============
Content-Type: text/plain; charset="us-ascii"
$cd ug/models/soldier3
$origin 0 -6 24
$base base
$skin skin
$frame soldierc
$frame soldierd
/*
*/
void() army_fire;
void() army_stand1 =[ $soldierc, army_stand2 ]
{ai_stand();};
void() army_stand2 =[ $soldierc, army_stand3 ]
{ai_stand();};
void() army_stand3 =[ $soldierc, army_stand4 ]
{ai_stand();};
void() army_stand4 =[ $soldierc, army_stand5 ]
{ai_stand();};
void() army_stand5 =[ $soldierc, army_stand6 ]
{ai_stand();};
void() army_stand6 =[ $soldierc, army_stand7 ]
{ai_stand();};
void() army_stand7 =[ $soldierc, army_stand8 ]
{ai_stand();};
void() army_stand8 =[ $soldierc, army_stand1 ]
{ai_stand();};
void() army_walk1 =[ $soldierc, army_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_walk(1);};
void() army_walk2 =[ $soldierc, army_walk3 ]
{ai_walk(1);};
void() army_walk3 =[ $soldierc, army_walk4 ]
{ai_walk(1);};
void() army_walk4 =[ $soldierc, army_walk5 ]
{ai_walk(1);};
void() army_walk5 =[ $soldierc, army_walk6 ]
{ai_walk(2);};
void() army_walk6 =[ $soldierc, army_walk7 ]
{ai_walk(3);};
void() army_walk7 =[ $soldierc, army_walk8 ]
{ai_walk(4);};
void() army_walk8 =[ $soldierc, army_walk9 ]
{ai_walk(4);};
void() army_walk9 =[ $soldierc, army_walk10 ]
{ai_walk(2);};
void() army_walk10 =[ $soldierc, army_walk11 ]
{ai_walk(2);};
void() army_walk11 =[ $soldierc, army_walk12 ]
{ai_walk(2);};
void() army_walk12 =[ $soldierc, army_walk13 ]
{ai_walk(1);};
void() army_walk13 =[ $soldierc, army_walk14 ]
{ai_walk(0);};
void() army_walk14 =[ $soldierc, army_walk15 ]
{ai_walk(1);};
void() army_walk15 =[ $soldierc, army_walk16 ]
{ai_walk(1);};
void() army_walk16 =[ $soldierc, army_walk17 ]
{ai_walk(1);};
void() army_walk17 =[ $soldierc, army_walk18 ]
{ai_walk(3);};
void() army_walk18 =[ $soldierc, army_walk19 ]
{ai_walk(3);};
void() army_walk19 =[ $soldierc, army_walk20 ]
{ai_walk(3);};
void() army_walk20 =[ $soldierc, army_walk21 ]
{ai_walk(3);};
void() army_walk21 =[ $soldierc, army_walk22 ]
{ai_walk(2);};
void() army_walk22 =[ $soldierc, army_walk23 ]
{ai_walk(1);};
void() army_walk23 =[ $soldierc, army_walk24 ]
{ai_walk(1);};
void() army_walk24 =[ $soldierc, army_walk1 ]
{ai_walk(1);};
void() army_run1 =[ $soldierc, army_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_run(11);};
void() army_run2 =[ $soldierc, army_run3 ]
{ai_run(15);};
void() army_run3 =[ $soldierc, army_run4 ]
{ai_run(10);};
void() army_run4 =[ $soldierc, army_run5 ]
{ai_run(10);};
void() army_run5 =[ $soldierc, army_run6 ]
{ai_run(8);};
void() army_run6 =[ $soldierc, army_run7 ]
{ai_run(15);};
void() army_run7 =[ $soldierc, army_run8 ]
{ai_run(10);};
void() army_run8 =[ $soldierc, army_run1 ]
{ai_run(8);};
void() army_atk1 =[ $soldierc, army_atk2 ] {ai_face();};
void() army_atk2 =[ $soldierc, army_atk3 ] {ai_face();};
void() army_atk3 =[ $soldierc, army_atk4 ] {ai_face();};
void() army_atk4 =[ $soldierc, army_atk5 ] {ai_face();};
void() army_atk5 =[ $soldierc, army_atk6 ]
{ai_face();army_fire();
};
void() army_atk6 =[ $soldierc, army_atk7 ] {ai_face();};
void() army_atk7 =[ $soldierc, army_atk8 ]
{ai_face();SUB_CheckRefire (army_atk1);};
void() army_atk8 =[ $soldierc, army_atk9 ] {ai_face();};
void() army_atk9 =[ $soldierc, army_run1 ] {ai_face();};
void() army_pain1 =[ $soldierc, army_pain2 ] {};
void() army_pain2 =[ $soldierc, army_pain3 ] {};
void() army_pain3 =[ $soldierc, army_pain4 ] {};
void() army_pain4 =[ $soldierc, army_pain5 ] {};
void() army_pain5 =[ $soldierc, army_pain6 ] {};
void() army_pain6 =[ $soldierc, army_run1 ]
{ai_pain(1);};
void() army_painb1 =[ $soldierc, army_painb2 ] {};
void() army_painb2 =[ $soldierc, army_painb3 ]
{ai_painforward(13);};
void() army_painb3 =[ $soldierc, army_painb4 ]
{ai_painforward(9);};
void() army_painb4 =[ $soldierc, army_painb5 ] {};
void() army_painb5 =[ $soldierc, army_painb6 ] {};
void() army_painb6 =[ $soldierc, army_painb7 ] {};
void() army_painb7 =[ $soldierc, army_painb8 ] {};
void() army_painb8 =[ $soldierc, army_painb9 ] {};
void() army_painb9 =[ $soldierc, army_painb10] {};
void() army_painb10=[ $soldierc, army_painb11] {};
void() army_painb11=[ $soldierc, army_painb12] {};
void() army_painb12=[ $soldierc, army_painb13] {ai_pain(2);};
void() army_painb13=[ $soldierc, army_painb14] {};
void() army_painb14=[ $soldierc, army_run1 ] {};
void() army_painc1 =[ $soldierc, army_painc2 ] {};
void() army_painc2 =[ $soldierc, army_painc3 ]
{ai_pain(1);};
void() army_painc3 =[ $soldierc, army_painc4 ] {};
void() army_painc4 =[ $soldierc, army_painc5 ] {};
void() army_painc5 =[ $soldierc, army_painc6 ]
{ai_painforward(1);};
void() army_painc6 =[ $soldierc, army_painc7 ]
{ai_painforward(1);};
void() army_painc7 =[ $soldierc, army_painc8 ] {};
void() army_painc8 =[ $soldierc, army_painc9 ]
{ai_pain(1);};
void() army_painc9 =[ $soldierc, army_painc10]
{ai_painforward(4);};
void() army_painc10=[ $soldierc, army_painc11] {ai_painforward(3);};
void() army_painc11=[ $soldierc, army_painc12] {ai_painforward(6);};
void() army_painc12=[ $soldierc, army_painc13] {ai_painforward(8);};
void() army_painc13=[ $soldierc, army_run1] {};
void(entity attacker, float damage) army_pain =
{
local float r;
if (self.pain_finished > time)
return;
r = random();
if (r < 0.2)
{
self.pain_finished = time + 0.6;
army_pain1 ();
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
}
else if (r < 0.6)
{
self.pain_finished = time + 1.1;
army_painb1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
}
else
{
self.pain_finished = time + 1.1;
army_painc1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
}
};
void() army_fire =
{
local vector dir;
local entity en;
ai_face();
sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);
// dodging player
en = self.enemy;
dir = en.origin - en.velocity*0.2;
dir = normalize (dir - self.origin);
FireBullets (4, dir, '0.1 0.1 0');
};
void() army_die1 =[ $soldierd, army_die2 ] {};
void() army_die2 =[ $soldierd, army_die3 ] {};
void() army_die3 =[ $soldierd, army_die4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
void() army_die4 =[ $soldierd, army_die5 ] {};
void() army_die5 =[ $soldierd, army_die6 ] {};
void() army_die6 =[ $soldierd, army_die7 ] {};
void() army_die7 =[ $soldierd, army_die8 ] {};
void() army_die8 =[ $soldierd, army_die9 ] {};
void() army_die9 =[ $soldierd, army_die10 ] {};
void() army_die10 =[ $soldierd, army_die10 ] {};
void() army_cdie1 =[ $soldierd, army_cdie2 ] {};
void() army_cdie2 =[ $soldierd, army_cdie3 ]
{ai_back(5);};
void() army_cdie3 =[ $soldierd, army_cdie4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);};
void() army_cdie4 =[ $soldierd, army_cdie5 ]
{ai_back(13);};
void() army_cdie5 =[ $soldierd, army_cdie6 ]
{ai_back(3);};
void() army_cdie6 =[ $soldierd, army_cdie7 ]
{ai_back(4);};
void() army_cdie7 =[ $soldierd, army_cdie8 ] {};
void() army_cdie8 =[ $soldierd, army_cdie9 ] {};
void() army_cdie9 =[ $soldierd, army_cdie10 ] {};
void() army_cdie10 =[ $soldierd, army_cdie11 ] {};
void() army_cdie11 =[ $soldierd, army_cdie11 ] {};
void() army_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_guard.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
if (random() < 0.5)
army_die1 ();
else
army_cdie1 ();
};
/*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/soldier.mdl");
precache_model ("progs/h_guard.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_sound ("soldier/death1.wav");
precache_sound ("soldier/idle.wav");
precache_sound ("soldier/pain1.wav");
precache_sound ("soldier/pain2.wav");
precache_sound ("soldier/sattck1.wav");
precache_sound ("soldier/sight1.wav");
precache_sound ("player/udeath.wav"); // gib death
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/soldier.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 30;
self.th_stand = army_stand1;
self.th_walk = army_walk1;
self.th_run = army_run1;
self.th_missile = army_atk1;
self.th_pain = army_pain;
self.th_die = army_die;
walkmonster_start ();
};
-
--============_36724==_ma============
Content-Type: text/html; charset="us-ascii"
<!doctype html public "-//W3C//DTD W3 HTML//EN">
<html><head><style type="text/css"><!--
blockquote, dl, ul, ol, li { margin-top: 0 ; margin-bottom: 0 }
--></style><title>sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_I</title></head><body>
<div><font face="Geneva" size="-1" color="#000000"><br>
$cd ug/models/soldier3<br>
$origin 0 -6 24<br>
$base base<x-tab>
</x-tab><x-tab> </x-tab><br>
$skin skin<br>
<br>
$frame soldierc<br>
$frame soldierd<br>
<br>
/*<br>
<br>
*/<br>
<br>
void() army_fire;<br>
<br>
void()<x-tab>
</x-tab>army_stand1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand2<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand3<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand4<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand5<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand6<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand7<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand8<x-tab> </x-tab>]
{ai_stand();};<br>
void()<x-tab>
</x-tab>army_stand8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_stand1<x-tab> </x-tab>]
{ai_stand();};<br>
<br>
void()<x-tab>
</x-tab>army_walk1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk2<x-tab> </x-tab>]
{<br>
if (random() < 0.2)<br>
<x-tab> </x-tab>sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);<br>
ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk3<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk4<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk5<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk6<x-tab> </x-tab>]
{ai_walk(2);};<br>
void()<x-tab>
</x-tab>army_walk6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk7<x-tab> </x-tab>]
{ai_walk(3);};<br>
void()<x-tab>
</x-tab>army_walk7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk8<x-tab> </x-tab>]
{ai_walk(4);};<br>
void()<x-tab>
</x-tab>army_walk8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk9<x-tab> </x-tab>]
{ai_walk(4);};<br>
void()<x-tab>
</x-tab>army_walk9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk10<x-tab> </x-tab>]
{ai_walk(2);};<br>
void()<x-tab>
</x-tab>army_walk10<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk11<x-tab> </x-tab>]
{ai_walk(2);};<br>
void()<x-tab>
</x-tab>army_walk11<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk12<x-tab> </x-tab>]
{ai_walk(2);};<br>
void()<x-tab>
</x-tab>army_walk12<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk13<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk13<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk14<x-tab> </x-tab>]
{ai_walk(0);};<br>
void()<x-tab>
</x-tab>army_walk14<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk15<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk15<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk16<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk16<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk17<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk17<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk18<x-tab> </x-tab>]
{ai_walk(3);};<br>
void()<x-tab>
</x-tab>army_walk18<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk19<x-tab> </x-tab>]
{ai_walk(3);};<br>
void()<x-tab>
</x-tab>army_walk19<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk20<x-tab> </x-tab>]
{ai_walk(3);};<br>
void()<x-tab>
</x-tab>army_walk20<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk21<x-tab> </x-tab>]
{ai_walk(3);};<br>
void()<x-tab>
</x-tab>army_walk21<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk22<x-tab> </x-tab>]
{ai_walk(2);};<br>
void()<x-tab>
</x-tab>army_walk22<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk23<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk23<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk24<x-tab> </x-tab>]
{ai_walk(1);};<br>
void()<x-tab>
</x-tab>army_walk24<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_walk1<x-tab> </x-tab>]
{ai_walk(1);};<br>
<br>
void()<x-tab>
</x-tab>army_run1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run2<x-tab>
</x-tab>] {<br>
if (random() < 0.2)<br>
<x-tab> </x-tab>sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);<br>
ai_run(11);};<br>
void()<x-tab>
</x-tab>army_run2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run3<x-tab>
</x-tab>] {ai_run(15);};<br>
void()<x-tab>
</x-tab>army_run3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run4<x-tab>
</x-tab>] {ai_run(10);};<br>
void()<x-tab>
</x-tab>army_run4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run5<x-tab>
</x-tab>] {ai_run(10);};<br>
void()<x-tab>
</x-tab>army_run5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run6<x-tab>
</x-tab>] {ai_run(8);};<br>
void()<x-tab>
</x-tab>army_run6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run7<x-tab>
</x-tab>] {ai_run(15);};<br>
void()<x-tab>
</x-tab>army_run7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run8<x-tab>
</x-tab>] {ai_run(10);};<br>
void()<x-tab>
</x-tab>army_run8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run1<x-tab>
</x-tab>] {ai_run(8);};<br>
<br>
void()<x-tab>
</x-tab>army_atk1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk2<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk3<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk4<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk5<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk6<x-tab>
</x-tab>] {ai_face();army_fire();<br>
<br>
};<br>
void()<x-tab>
</x-tab>army_atk6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk7<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk8<x-tab>
</x-tab>] {ai_face();SUB_CheckRefire (army_atk1);};<br>
void()<x-tab>
</x-tab>army_atk8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_atk9<x-tab>
</x-tab>] {ai_face();};<br>
void()<x-tab>
</x-tab>army_atk9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_run1<x-tab>
</x-tab>] {ai_face();};<br>
<br>
<br>
void()<x-tab>
</x-tab>army_pain1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_pain2<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_pain2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_pain3<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_pain3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_pain4<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_pain4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_pain5<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_pain5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_pain6<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_pain6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab><x-tab>
</x-tab>army_run1<x-tab>
</x-tab>] {ai_pain(1);};<br>
<br>
void()<x-tab>
</x-tab>army_painb1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb2<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painb2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb3<x-tab> </x-tab>]
{ai_painforward(13);};<br>
void()<x-tab>
</x-tab>army_painb3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb4<x-tab> </x-tab>]
{ai_painforward(9);};<br>
void()<x-tab>
</x-tab>army_painb4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb5<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painb5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb6<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painb6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb7<x-tab> </x-tab>]
{};</font></div>
<div><font face="Geneva" size="-1"
color="#000000">void()<x-tab>
</x-tab>army_painb7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb8<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painb8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb9<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painb9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb10] {};<br>
void()<x-tab> </x-tab>army_painb10=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb11] {};<br>
void()<x-tab> </x-tab>army_painb11=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb12] {};<br>
void()<x-tab> </x-tab>army_painb12=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb13] {ai_pain(2);};<br>
void()<x-tab>
</x-tab>army_painb13=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painb14] {};<br>
void()<x-tab> </x-tab>army_painb14=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_run1<x-tab>
</x-tab>] {};<br>
<br>
void()<x-tab>
</x-tab>army_painc1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc2<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painc2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc3<x-tab> </x-tab>]
{ai_pain(1);};<br>
void()<x-tab>
</x-tab>army_painc3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc4<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painc4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc5<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painc5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc6<x-tab> </x-tab>]
{ai_painforward(1);};<br>
void()<x-tab>
</x-tab>army_painc6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc7<x-tab> </x-tab>]
{ai_painforward(1);};<br>
void()<x-tab>
</x-tab>army_painc7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc8<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_painc8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc9<x-tab> </x-tab>]
{ai_pain(1);};<br>
void()<x-tab>
</x-tab>army_painc9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc10] {ai_painforward(4);};<br>
void()<x-tab>
</x-tab>army_painc10=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc11] {ai_painforward(3);};<br>
void()<x-tab>
</x-tab>army_painc11=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc12] {ai_painforward(6);};<br>
void()<x-tab>
</x-tab>army_painc12=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_painc13] {ai_painforward(8);};<br>
void()<x-tab>
</x-tab>army_painc13=[<x-tab>
</x-tab>$soldierc,<x-tab>
</x-tab>army_run1] {};<br>
<br>
void(entity attacker, float
damage)<x-tab> </x-tab>army_pain
=<br>
{<br>
<x-tab> </x-tab>local float r;<br>
<x-tab> </x-tab><br>
<x-tab> </x-tab>if
(self.pain_finished > time)<br>
<x-tab>
</x-tab><x-tab>
</x-tab>return;<br>
<br>
<x-tab> </x-tab>r = random();<br>
<br>
<x-tab> </x-tab>if (r < 0.2)<br>
<x-tab> </x-tab>{<br>
<x-tab>
</x-tab><x-tab>
</x-tab>self.pain_finished = time + 0.6;<br>
<x-tab>
</x-tab><x-tab>
</x-tab>army_pain1 ();<br>
<x-tab>
</x-tab><x-tab>
</x-tab>sound (self, CHAN_VOICE, "soldier/pain1.wav", 1,
ATTN_NORM);<br>
<x-tab> </x-tab>}<br>
<x-tab> </x-tab>else if (r <
0.6)<br>
<x-tab> </x-tab>{<br>
<x-tab>
</x-tab><x-tab>
</x-tab>self.pain_finished = time + 1.1;<br>
<x-tab>
</x-tab><x-tab>
</x-tab>army_painb1 ();<br>
<x-tab> </x-tab><x-tab>
</x-tab>sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);<br>
<x-tab> </x-tab>}<br>
<x-tab> </x-tab>else<br>
<x-tab> </x-tab>{<br>
<x-tab>
</x-tab><x-tab>
</x-tab>self.pain_finished = time + 1.1;<br>
<x-tab>
</x-tab><x-tab>
</x-tab>army_painc1 ();<br>
<x-tab> </x-tab><x-tab>
</x-tab>sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);<br>
<x-tab> </x-tab>}<br>
};<br>
<br>
<br>
void() army_fire =<br>
{<br>
<x-tab> </x-tab>local<x-tab>
</x-tab>vector<x-tab> </x-tab>dir;<br>
<x-tab> </x-tab>local<x-tab>
</x-tab>entity<x-tab> </x-tab>en;<br>
<x-tab> </x-tab><br>
<x-tab>
</x-tab>ai_face();<br>
<x-tab> </x-tab><br>
<x-tab> </x-tab>sound
(self, CHAN_WEAPON, "soldier/sattck1.wav", 1,
ATTN_NORM);<x-tab> </x-tab><br>
<br>
// dodging player<br>
<x-tab> </x-tab>en =
self.enemy;<br>
<x-tab> </x-tab><br>
<x-tab> </x-tab>dir =
en.origin - en.velocity*0.2;<br>
<x-tab> </x-tab>dir = normalize (dir -
self.origin);<br>
<x-tab> </x-tab><br>
<x-tab> </x-tab>FireBullets
(4, dir, '0.1 0.1 0');<br>
};<br>
<br>
<br>
<br>
void()<x-tab>
</x-tab>army_die1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die2<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die3<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die4<x-tab>
</x-tab>]<br>
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};<br>
void()<x-tab>
</x-tab>army_die4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die5<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die6<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die7<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die8<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die9<x-tab>
</x-tab>] {};<br>
void()<x-tab>
</x-tab>army_die9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die10<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_die10<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_die10<x-tab> </x-tab>]
{};<br>
<br>
void()<x-tab>
</x-tab>army_cdie1<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie2<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_cdie2<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie3<x-tab> </x-tab>]
{ai_back(5);};<br>
void()<x-tab>
</x-tab>army_cdie3<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie4<x-tab> </x-tab>]<br>
{self.solid = SOLID_NOT;self.ammo_shells =
5;DropBackpack();ai_back(4);};<br>
void()<x-tab>
</x-tab>army_cdie4<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie5<x-tab> </x-tab>]
{ai_back(13);};<br>
void()<x-tab> </x-tab>army_cdie5<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie6<x-tab> </x-tab>]
{ai_back(3);};<br>
void()<x-tab>
</x-tab>army_cdie6<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie7<x-tab> </x-tab>]
{ai_back(4);};<br>
void()<x-tab>
</x-tab>army_cdie7<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie8<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_cdie8<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie9<x-tab> </x-tab>]
{};<br>
void()<x-tab>
</x-tab>army_cdie9<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie10<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_cdie10<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie11<x-tab> </x-tab>] {};<br>
void()<x-tab>
</x-tab>army_cdie11<x-tab>
</x-tab>=[<x-tab>
</x-tab>$soldierd,<x-tab>
</x-tab>army_cdie11<x-tab> </x-tab>] {};<br>
<br>
<br>
void() army_die =<br>
{<br>
// check for gib<br>
<x-tab> </x-tab>if (self.health < -35)<br>
<x-tab> </x-tab>{<br>
<x-tab>
</x-tab><x-tab>
</x-tab>sound (self, CHAN_VOICE, "player/udeath.wav", 1,
ATTN_NORM);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>ThrowHead ("progs/h_guard.mdl", self.health);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>ThrowGib ("progs/gib1.mdl", self.health);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>ThrowGib ("progs/gib2.mdl", self.health);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>ThrowGib ("progs/gib3.mdl", self.health);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>return;<br>
<x-tab> </x-tab>}<br>
<br>
// regular death<br>
<x-tab> </x-tab>sound (self,
CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);<br>
<x-tab> </x-tab>if (random() < 0.5)<br>
<x-tab>
</x-tab><x-tab>
</x-tab>army_die1 ();<br>
<x-tab> </x-tab>else<br>
<x-tab>
</x-tab><x-tab>
</x-tab>army_cdie1 ();<br>
};<br>
<br>
<br>
/*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush<br>
*/<br>
void() monster_army =<br>
{<x-tab> </x-tab><br>
<x-tab> </x-tab>if
(deathmatch)<br>
<x-tab> </x-tab>{<br>
<x-tab>
</x-tab><x-tab>
</x-tab>remove(self);<br>
<x-tab>
</x-tab><x-tab>
</x-tab>return;<br>
<x-tab> </x-tab>}<br>
<x-tab> </x-tab>precache_model
("progs/soldier.mdl");<br>
<x-tab> </x-tab>precache_model
("progs/h_guard.mdl");<br>
<x-tab> </x-tab>precache_model
("progs/gib1.mdl");<br>
<x-tab> </x-tab>precache_model
("progs/gib2.mdl");<br>
<x-tab> </x-tab>precache_model
("progs/gib3.mdl");<br>
<br>
<x-tab> </x-tab>precache_sound
("soldier/death1.wav");<br>
<x-tab> </x-tab>precache_sound
("soldier/idle.wav");</font></div>
<div><font face="Geneva" size="-1"
color="#000000"><x-tab>
</x-tab>precache_sound ("soldier/pain1.wav");<br>
<x-tab> </x-tab>precache_sound
("soldier/pain2.wav");<br>
<x-tab> </x-tab>precache_sound
("soldier/sattck1.wav");<br>
<x-tab> </x-tab>precache_sound ("soldier/sight1.wav");<br>
<br>
<x-tab> </x-tab>precache_sound
("player/udeath.wav");<x-tab>
</x-tab><x-tab> </x-tab>//
gib death<br>
<br>
<br>
<x-tab> </x-tab>self.solid = SOLID_SLIDEBOX;<br>
<x-tab> </x-tab>self.movetype = MOVETYPE_STEP;<br>
<br>
<x-tab> </x-tab>setmodel (self,
"progs/soldier.mdl");<br>
<br>
<x-tab> </x-tab>setsize (self, '-16 -16 -24', '16 16
40');<br>
<x-tab> </x-tab>self.health = 30;<br>
<br>
<x-tab> </x-tab>self.th_stand =
army_stand1;<br>
<x-tab> </x-tab>self.th_walk = army_walk1;<br>
<x-tab> </x-tab>self.th_run =
army_run1;<br>
<x-tab>
</x-tab>self.th_missile = army_atk1;<br>
<x-tab> </x-tab>self.th_pain = army_pain;<br>
<x-tab> </x-tab>self.th_die =
army_die;<br>
<br>
<x-tab> </x-tab>walkmonster_start ();<br>
};</font></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div><br></div>
<div>-</div>
</body>
</html>
--============_36724==_ma============--
# distributed via <nettime>: no commercial use without permission
# <nettime> is a moderated mailing list for net criticism,
# collaborative text filtering and cultural politics of the nets
# more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body
# archive: http://www.nettime.org contact: nettime@bbs.thing.net